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1 | \title Simon Tatham's Portable Puzzle Collection |
2 | |
3 | \cfg{winhelp-filename}{puzzles.hlp} |
4 | \cfg{winhelp-contents-titlepage}{Contents} |
5 | |
6 | \cfg{text-filename}{puzzles.txt} |
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8 | \# |
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15 | \cfg{html-single-filename}{index.html} |
16 | \cfg{html-head-end}{<meta name="AppleTitle" content="Puzzles Help">} |
17 | \cfg{html-leaf-level}{0} |
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18 | |
19 | \cfg{info-filename}{puzzles.info} |
20 | |
21 | \cfg{ps-filename}{puzzles.ps} |
22 | \cfg{pdf-filename}{puzzles.pdf} |
23 | |
24 | This is a collection of small one-player puzzle games. |
25 | |
26 | \copyright This manual is copyright 2004 Simon Tatham. All rights |
27 | reserved. You may distribute this documentation under the MIT licence. |
28 | See \k{licence} for the licence text in full. |
29 | |
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30 | \versionid $Id$ |
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31 | |
32 | |
33 | \C{intro} Introduction |
34 | |
35 | I wrote this collection because I thought there should be more small |
36 | desktop toys available: little games you can pop up in a window and |
37 | play for two or three minutes while you take a break from whatever |
38 | else you were doing. And I was also annoyed that every time I found a |
39 | good game on (say) \i{Unix}, it wasn't available the next time I was |
40 | sitting at a \i{Windows} machine, or vice versa; so I arranged that |
41 | everything in my personal puzzle collection will happily run on both. |
42 | When I find (or perhaps invent) further puzzle games that I like, |
43 | they'll be added to this collection and will immediately be available |
44 | on both platforms. And if anyone feels like writing any other front |
45 | ends - Mac OS, PocketPC, or whatever it might be - then all the games |
46 | in this framework will immediately become available on another |
47 | platform as well. |
48 | |
49 | The actual games in this collection were mostly not my invention; I |
50 | saw them elsewhere, and rewrote them in a form that was more |
51 | convenient for me. I do not claim credit, in general, for inventing |
52 | the rules of any of these puzzles; all I claim is authorship of the |
53 | code (or at least those parts of the code that weren't contributed |
54 | by other people!). |
55 | |
56 | This collection is distributed under the \i{MIT licence} (see |
57 | \k{licence}). This means that you can do pretty much anything you like |
58 | with the game binaries or the code, except pretending you wrote them |
59 | yourself, or suing me if anything goes wrong. |
60 | |
61 | The most recent versions, and \i{source code}, can be found at |
62 | \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}. |
63 | |
64 | Please report \I{feedback}\i{bugs} to |
65 | \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}. |
66 | You might find it helpful to read this article before reporting a bug: |
67 | |
68 | \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html} |
69 | |
70 | \ii{Patches} are welcome. Especially if they provide a new front end |
71 | (to make all these games run on another platform), or a new game. |
72 | |
73 | |
74 | \C{common} \ii{Common features} |
75 | |
76 | This chapter describes features that are common to all the games. |
77 | |
78 | \H{common-actions} \I{controls}Common actions |
79 | |
80 | These actions are all available from the \I{Game menu}\q{Game} menu |
81 | and via \I{keys}keyboard shortcuts, in addition to any game-specific |
82 | actions. |
83 | |
84 | \dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) |
85 | |
86 | \dd Starts a new game, with a random initial state. |
87 | |
88 | \dt \ii\e{Restart game} (\q{R}) |
89 | |
90 | \dd Resets the current game to its initial state. Undo is lost. |
91 | |
92 | \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}) |
93 | |
94 | \dd Undoes a single move. (You can undo moves back to the start of the |
95 | game.) |
96 | |
97 | \dt \ii\e{Redo} (Ctrl+\q{R}) |
98 | |
99 | \dd Redoes a previous undone move. |
100 | |
101 | \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) |
102 | |
103 | \dd Closes the application entirely. |
104 | |
105 | \H{common-id} Recreating games with the \ii{game ID} |
106 | |
107 | The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu |
108 | lets you see a short string (the \q{game ID}) that captures the |
109 | initial state of the current game. |
110 | |
111 | The precise \I{ID format}format of the ID is specific to each game. |
112 | It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0}); |
113 | the first part encodes \i\e{parameters} (such as grid size), while the |
114 | second part encodes a \i\e{seed}, which determines the \i{initial |
115 | state} of the game within those parameters. |
116 | |
117 | You can specify a new ID (or just a seed) here. Pressing \q{OK} starts |
118 | a new game with the specified ID (whether you changed it or not). |
119 | Pressing \q{Cancel} returns to the current game. |
120 | |
121 | You can also use the game ID (or just the encoded parameters) as a |
122 | \i{command line} argument; see \k{common-cmdline} for more detail. |
123 | |
124 | Game IDs are portable across platforms; you can use a game ID |
125 | generated by the Windows version of a game on the Unix version, etc. |
126 | |
127 | \H{common-type} The \q{Type} menu |
128 | |
129 | The \I{Type menu}\q{Type} menu, if present, may contain a list of |
130 | \i{preset} game settings. Selecting one of these will start a new |
131 | random game with the parameters specified. |
132 | |
133 | The \q{Type} menu may also contain a \q{\i{Custom...}} option which |
134 | allows you to fine-tune game \i{parameters}. The parameters available |
135 | are specific to each game and are described in the following sections. |
136 | |
137 | \H{common-cmdline} Specifying game parameters on the \i{command line} |
138 | |
139 | The games in this collection deliberately do not ever save |
140 | information on to the computer they run on: they have no high score |
141 | tables and no saved preferences. (This is because I expect at least |
142 | some people to play them at work, and those people will probably |
143 | appreciate leaving as little evidence as possible!) |
144 | |
145 | However, if you do want to arrange for one of these games to default |
146 | to a particular set of parameters, you can specify them on the |
147 | command line. |
148 | |
149 | The easiest way to do this is to set up the parameters you want |
150 | using the \q{Type} menu (see \k{common-type}), and then to select |
151 | \q{Specific} from the \q{Game} menu (see \k{common-id}). The text in |
152 | the \q{Game ID} box will be composed of two parts, separated by a |
153 | colon. The first of these parts represents the game parameters (the |
154 | size of the playing area, for example, and anything else you set |
155 | using the \q{Type} menu). |
156 | |
157 | If you run the game with just that parameter text on the command |
158 | line, it will start up with the settings you specified. |
159 | |
160 | For example: if you run Cube (see \k{cube}), select \q{Octahedron} |
161 | from the \q{Type} menu, and then go to the game ID selection, you |
162 | will see a string of the form \cq{o2x2:911A81,10}. Take only the |
163 | part before the colon (\cq{o2x2}), and start Cube with that text on |
164 | the command line: \cq{cube o2x2}. |
165 | |
166 | If you copy the \e{entire} game ID on to the command line, the game |
167 | will start up in the specific game that was described. This is |
168 | occasionally a more convenient way to start a particular game ID |
169 | than by pasting it into the game ID selection box. |
170 | |
171 | \C{net} \i{Net} |
172 | |
173 | \cfg{winhelp-topic}{games.net} |
174 | |
175 | (\e{Note:} the \i{Windows} version of this game is called |
176 | \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) |
177 | |
178 | I originally saw this in the form of a Flash game called \i{FreeNet} |
179 | \k{FreeNet}, written by Pavils Jurjans. The computer prepares a |
180 | network by connecting up the centres of squares in a grid, and then |
181 | shuffles the network by rotating every tile randomly. Your job is to |
182 | rotate it all back into place. The successful solution will be an |
183 | entirely connected network, with no closed loops. \#{Is it also true |
184 | that a correct solution will not contain any cycles?} As a visual aid, |
185 | all tiles which are connected to the one in the middle are |
186 | highlighted. |
187 | |
188 | \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm} |
189 | |
190 | \H{net-controls} \i{Net controls} |
191 | |
192 | \IM{Net controls} controls, for Net |
193 | \IM{Net controls} keys, for Net |
194 | \IM{Net controls} shortcuts (keyboard), for Net |
195 | |
196 | This game can be played with either the keyboard or the mouse. The |
197 | controls are: |
198 | |
199 | \dt \e{Select tile}: mouse pointer, arrow keys |
200 | |
201 | \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key |
202 | |
203 | \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key |
204 | |
205 | \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key |
206 | |
207 | \dd You can lock a tile once you're sure of its orientation. You can |
208 | also unlock it again, but while it's locked you can't accidentally |
209 | turn it. |
210 | |
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211 | \dt \e{Jumble tiles}: \q{J} key |
212 | |
213 | \dd This key turns all tiles that are not locked to random |
214 | orientations. |
215 | |
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216 | (All the actions described in \k{common-actions} are also available.) |
217 | |
218 | \H{net-params} \I{parameters, for Net}Net parameters |
219 | |
220 | These parameters are available from the \q{Custom...} option on the |
221 | \q{Type} menu. |
222 | |
223 | \dt \e{Width}, \e{Height} |
224 | |
225 | \dd Size of grid in tiles. |
226 | |
227 | \dt \e{Walls wrap around} |
228 | |
229 | \dd If checked, flow can pass from the left edge to the right edge, |
230 | and from top to bottom, and vice versa. |
231 | |
232 | \dt \e{Barrier probability} |
233 | |
234 | \dd A number between 0.0 and 1.0 controlling whether an immovable |
235 | barrier is placed between two tiles to prevent flow between them (a |
236 | higher number gives more barriers). Since barriers are immovable, they |
237 | act as constraints on the solution (i.e., hints). |
238 | |
239 | \lcont{ |
240 | |
241 | The grid generation in Net has been carefully arranged so that the |
242 | barriers are independent of the rest of the grid. This means that if |
243 | you change the \e{Barrier probability} parameter, and then re-enter |
244 | the same game ID you were playing before (see \k{common-id}), you |
245 | should see exactly the same starting grid, with the only change |
246 | being the number of barriers. So if you're stuck on a particular |
247 | grid and need a hint, you could start up another instance of Net, |
248 | set up the same parameters but a higher barrier probability, and |
249 | enter the game seed from the original Net window. |
250 | |
251 | } |
252 | |
253 | \C{cube} \i{Cube} |
254 | |
255 | \cfg{winhelp-topic}{games.cube} |
256 | |
257 | This is another one I originally saw as a web game. This one was a |
258 | Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16 |
259 | squares, six of which are blue; on one square rests a cube. Your move |
260 | is to use the arrow keys to roll the cube through 90 degrees so that |
261 | it moves to an adjacent square. If you roll the cube on to a blue |
262 | square, the blue square is picked up on one face of the cube; if you |
263 | roll a blue face of the cube on to a non-blue square, the blueness is |
264 | put down again. (In general, whenever you roll the cube, the two faces |
265 | that come into contact swap colours.) Your job is to get all six blue |
266 | squares on to the six faces of the cube at the same time. Count your |
267 | moves and try to do it in as few as possible. |
268 | |
269 | Unlike the original Java game, my version has an additional feature: |
270 | once you've mastered the game with a cube rolling on a square grid, |
271 | you can change to a triangular grid and roll any of a tetrahedron, an |
272 | octahedron or an icosahedron. |
273 | |
274 | \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm} |
275 | |
276 | \H{cube-controls} \i{Cube controls} |
277 | |
278 | \IM{Cube controls} controls, for Cube |
279 | \IM{Cube controls} keys, for Cube |
280 | \IM{Cube controls} shortcuts (keyboard), for Cube |
281 | |
282 | This game is played with the keyboard. The arrow keys are used to roll the |
283 | cube (or other solid). |
284 | |
285 | On the triangular grids, the mapping of arrow keys to directions is |
286 | more approximate. Vertical movement is disallowed where it doesn't |
287 | make sense. The four keys surrounding the arrow keys on the numeric |
288 | keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement. |
289 | |
290 | (All the actions described in \k{common-actions} are also available.) |
291 | |
292 | \H{cube-params} \I{parameters, for Cube}Cube parameters |
293 | |
294 | These parameters are available from the \q{Custom...} option on the |
295 | \q{Type} menu. |
296 | |
297 | \dt \e{Type of solid} |
298 | |
299 | \dd Selects the solid to roll (and hence the shape of the grid): |
300 | tetrahedron, cube, octahedron, or icosahedron. |
301 | |
302 | \dt \e{Width / top}, \e{Height / bottom} |
303 | |
304 | \dd On a square grid, horizontal and vertical dimensions. On a |
305 | triangular grid, the number of triangles on the top and bottom rows |
306 | respectively. |
307 | |
308 | |
309 | \C{fifteen} \i{Fifteen} |
310 | |
311 | \cfg{winhelp-topic}{games.fifteen} |
312 | |
313 | The old ones are the best: this is the good old \q{\i{15-puzzle}} with |
314 | sliding tiles. You have a 4x4 square grid; 15 squares contain numbered |
315 | tiles, and the sixteenth is empty. Your move is to choose a tile next |
316 | to the empty space, and slide it into the space. The aim is to end up |
317 | with the tiles in numerical order, with the space in the bottom right |
318 | (so that the top row reads 1,2,3,4 and the bottom row reads |
319 | 13,14,15,\e{space}). |
320 | |
321 | \H{fifteen-controls} \i{Fifteen controls} |
322 | |
323 | \IM{Fifteen controls} controls, for Fifteen |
324 | \IM{Fifteen controls} keys, for Fifteen |
325 | \IM{Fifteen controls} shortcuts (keyboard), for Fifteen |
326 | |
327 | This game can be controlled with the mouse or the keyboard. |
328 | |
329 | A left-click with the mouse in the row or column containing the empty |
330 | space will move as many tiles as necessary to move the space to the |
331 | mouse pointer. |
332 | |
333 | The arrow keys will move a tile adjacent to the space in the direction |
334 | indicated (moving the space in the \e{opposite} direction). |
335 | |
336 | (All the actions described in \k{common-actions} are also available.) |
337 | |
338 | \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters |
339 | |
340 | The only options available from the \q{Custom...} option on the \q{Type} |
341 | menu are \e{Width} and \e{Height}, which are self-explanatory. (Once |
342 | you've changed these, it's not a \q{15-puzzle} any more, of course!) |
343 | |
344 | |
345 | \C{sixteen} \i{Sixteen} |
346 | |
347 | \cfg{winhelp-topic}{games.sixteen} |
348 | |
349 | Another sliding tile puzzle, visually similar to Fifteen (see |
350 | \k{fifteen}) but with a different type of move. This time, there is no |
351 | hole: all 16 squares on the grid contain numbered squares. Your move |
352 | is to shift an entire row left or right, or shift an entire column up |
353 | or down; every time you do that, the tile you shift off the grid |
354 | re-appears at the other end of the same row, in the space you just |
355 | vacated. To win, arrange the tiles into numerical order (1,2,3,4 on |
356 | the top row, 13,14,15,16 on the bottom). When you've done that, try |
357 | playing on different sizes of grid. |
358 | |
359 | I \e{might} have invented this game myself, though only by accident if |
360 | so (and I'm sure other people have independently invented it). I |
361 | thought I was imitating a screensaver I'd seen, but I have a feeling |
362 | that the screensaver might actually have been a Fifteen-type puzzle |
363 | rather than this slightly different kind. So this might be the one |
364 | thing in my puzzle collection which represents creativity on my part |
365 | rather than just engineering. |
366 | |
367 | \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls |
368 | |
369 | This game is played with the mouse. Left-clicking on an arrow will |
370 | move the appropriate row or column in the direction indicated. |
371 | Right-clicking will move it in the opposite direction. |
372 | |
373 | (All the actions described in \k{common-actions} are also available.) |
374 | |
375 | \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters |
376 | |
377 | The only parameters available from the \q{Custom...} option on the |
378 | \q{Type} menu are \e{Width} and \e{Height}, which are |
379 | self-explanatory. |
380 | |
381 | |
382 | \C{rectangles} \i{Rectangles} |
383 | |
384 | \cfg{winhelp-topic}{games.rectangles} |
385 | |
386 | You have a grid of squares, with numbers written in some (but not all) |
387 | of the squares. Your task is to subdivide the grid into rectangles of |
388 | various sizes, such that (a) every rectangle contains exactly one |
389 | numbered square, and (b) the area of each rectangle is equal to the |
390 | number written in its numbered square. |
391 | |
392 | Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} |
393 | \k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace} |
394 | \k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version |
395 | automatically generates random grids of any size you like. The quality |
396 | of puzzle design is therefore not quite as good as hand-crafted |
397 | puzzles would be (in particular, a unique solution cannot be |
398 | guaranteed), but on the plus side you get an inexhaustible supply of |
399 | puzzles tailored to your own specification. |
400 | |
401 | \B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm} |
402 | |
403 | \B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} |
404 | |
405 | \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls |
406 | |
407 | This game is played with the mouse. |
408 | |
409 | Left-click any edge to toggle it on or off, or click and drag to draw |
410 | an entire rectangle (or line) on the grid in one go (removing any |
411 | existing edges within that rectangle). |
412 | |
413 | When a rectangle of the correct size is completed, it will be shaded. |
414 | |
415 | (All the actions described in \k{common-actions} are also available.) |
416 | |
417 | \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters |
418 | |
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419 | The \q{Custom...} option on the \q{Type} menu offers you \e{Width} |
420 | and \e{Height} parameters, which are self-explanatory. |
421 | |
422 | \q{Expansion factor} is a mechanism for changing the type of grids |
423 | generated by the program. Some people prefer a grid containing a few |
424 | large rectangles to one containing many small ones. So you can ask |
425 | Rectangles to essentially generate a \e{smaller} grid than the size |
426 | you specified, and then to expand it by adding rows and columns. |
427 | |
428 | The default expansion factor of zero means that Rectangles will |
429 | simply generate a grid of the size you ask for, and do nothing |
430 | further. If you set an expansion factor of (say) 0.5, it means that |
431 | each dimension of the grid will be expanded to half again as big |
432 | after generation. In other words, the initial grid will be 2/3 the |
433 | size in each dimension, and will be expanded to its full size |
434 | without adding any more rectangles. |
435 | |
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436 | Setting an expansion factor of around 0.5 tends to make the game |
437 | more difficult, and also (in my experience) rewards a less deductive |
438 | and more intuitive playing style. If you set it \e{too} high, |
439 | though, the game simply cannot generate more than a few rectangles |
440 | to cover the entire grid, and the game becomes trivial. |
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441 | |
442 | \H{rectangles-cmdline} \I{command line, for Rectangles}Additional |
443 | command-line configuration |
444 | |
445 | The expansion factor parameter, described in \k{rectangles-params}, |
446 | is not mentioned by default in the game ID (see \k{common-id}). So |
447 | if you set your expansion factor to (say) 0.75, and then you |
448 | generate an 11x11 grid, then the game ID will simply say |
449 | \c{11x11:}\e{numbers}. This means that if you send the game ID to |
450 | another player and they paste it into their copy of Rectangles, |
451 | their game will not be automatically configured to use the same |
452 | expansion factor in any subsequent grids it generates. (I don't |
453 | think the average person examining a single grid sent to them by |
454 | another player would want their configuration modified to that |
455 | extent.) |
456 | |
457 | If you are specifying a game ID or game parameters on the command |
458 | line (see \k{common-cmdline}) and you do want to configure the |
459 | expansion factor, you can do it by suffixing the letter \cq{e} to |
460 | the parameters, followed by the expansion factor as a decimal |
461 | number. For example: |
462 | |
463 | \b \cq{rect 11x11e0.75} starts Rectangles with a grid size of |
464 | 11\u00d7{x}11 and an expansion factor of 0.75. |
465 | |
466 | \b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2} |
467 | starts Rectangles with a grid size of 11\u00d7{x}11, an expansion |
468 | factor of 0.75, \e{and} a specific game selected. |
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469 | |
470 | \C{netslide} \i{Netslide} |
471 | |
472 | \cfg{winhelp-topic}{games.netslide} |
473 | |
474 | This game was submitted by Richard Boulton. It combines the grid |
475 | generation of Net (see \k{net}) with the movement of Sixteen (see |
476 | \k{sixteen}): you have a Net grid, but instead of rotating tiles back |
477 | into place you have to slide them into place by moving a whole row at |
478 | a time. |
479 | |
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480 | As in Sixteen, \I{controls, for Netslide}control is with the mouse. |
481 | See \k{sixteen-controls}. |
482 | |
483 | \I{parameters, for Netslide}Game parameters are the same as for Net |
484 | (see \k{net-params}). |
485 | |
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486 | \C{pattern} \i{Pattern} |
487 | |
488 | \cfg{winhelp-topic}{games.pattern} |
489 | |
490 | You have a grid of squares, which must all be filled in either black |
491 | or white. Beside each row of the grid are listed the lengths of the |
492 | runs of black squares on that row; above each column are listed the |
493 | lengths of the runs of black squares in that column. Your aim is to |
494 | fill in the entire grid black or white. |
495 | |
496 | I first saw this puzzle form around 1995, under the name |
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497 | \q{\i{nonograms}}. I've seen it in various places since then, under |
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498 | different names. |
499 | |
500 | Normally, puzzles of this type turn out to be a meaningful picture |
501 | of something once you've solved them. However, since this version |
502 | generates the puzzles automatically, they will just look like random |
503 | groupings of squares. (One user has suggested that this is actually |
504 | a \e{good} thing, since it prevents you from guessing the colour of |
505 | squares based on the picture, and forces you to use logic instead.) |
506 | The advantage, though, is that you never run out of them. |
507 | |
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508 | \H{pattern-controls} \I{controls, for Pattern}Pattern controls |
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509 | |
510 | This game is played with the mouse. |
511 | |
512 | Left-click in a square to colour it black. Right-click to colour it |
513 | white. If you make a mistake, you can middle-click, or hold down |
514 | Shift while clicking with any button, to colour the square in the |
515 | default grey (meaning \q{undecided}) again. |
516 | |
517 | You can click and drag with the left or right mouse button to colour |
518 | a vertical or horizontal line of squares black or white at a time |
519 | (respectively). If you click and drag with the middle button, or |
520 | with Shift held down, you can colour a whole rectangle of squares |
521 | grey. |
522 | |
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523 | (All the actions described in \k{common-actions} are also available.) |
524 | |
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525 | \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters |
526 | |
527 | The only options available from the \q{Custom...} option on the \q{Type} |
528 | menu are \e{Width} and \e{Height}, which are self-explanatory. |
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529 | |
530 | \A{licence} \I{MIT licence}\ii{Licence} |
531 | |
532 | This software is \i{copyright} 2004 Simon Tatham. |
533 | |
534 | Portions copyright Richard Boulton. |
535 | |
536 | Permission is hereby granted, free of charge, to any person |
537 | obtaining a copy of this software and associated documentation files |
538 | (the "Software"), to deal in the Software without restriction, |
539 | including without limitation the rights to use, copy, modify, merge, |
540 | publish, distribute, sublicense, and/or sell copies of the Software, |
541 | and to permit persons to whom the Software is furnished to do so, |
542 | subject to the following conditions: |
543 | |
544 | The above copyright notice and this permission notice shall be |
545 | included in all copies or substantial portions of the Software. |
546 | |
547 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
548 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
549 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
550 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
551 | BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
552 | ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
553 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
554 | SOFTWARE. |
555 | |
556 | \IM{specific...} Specific..., menu option |
557 | \IM{custom...} Custom..., menu option |
558 | |
559 | \IM{game ID} game ID |
560 | \IM{game ID} ID, game |
561 | \IM{ID format} ID format |
562 | \IM{ID format} format, ID |
563 | \IM{ID format} game ID, format |
564 | |
565 | \IM{keys} keys |
566 | \IM{keys} shortcuts (keyboard) |
567 | |
568 | \IM{initial state} initial state |
569 | \IM{initial state} state, initial |
570 | |
571 | \IM{MIT licence} MIT licence |
572 | \IM{MIT licence} licence, MIT |